The whole point of the exclusion is to make the player choose only one city for that area. The design is balanced to only allow a few cities for each faction. If we could just build them anywhere, there would be no meaningful choice in where we place them.
seanw3
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Nice to hear from you. I really did like the article and the awareness it spawned of the work so far. To be fair, modding is not officially even opened at this point in the beta. I can see why you would want to focus on progress. I might ask that when you do a release article for the game and then maybe a post-release report, you might mention some of the day one mods that are scheduled to be out by then. It would seem a big selling point to people that are looking for long term content. Ther
[quote who="Emperorjarin" reply="12" id="3221596"] I also like the idea of having path of the mage simply upgrade all your spell levels at once in one perk: e.g., instead of choosing Fire 2, you get Magic 2, giving +1 to all your spell ranks. How such a thing could be implemented, though, is beyond me.[/quote] Any one trait can add any number of other traits. I could do it, but I would never. When the Path mod part of my balance mod comes out, it will have traits
Iron Golems take double damage from lightning, as do scrap golems. I like to go Air specialized with Path of the Assassin sometimes the most random damage imaginable. It's like playing as a wild wizard in BG2.
It is random with a 75% chance to show up. The first thing I mod when I get a new version of the vanilla game. ^^
I had an idea for Reliquary: Unit AbilityBonus A_MonsterAggression -100 Monsters ignore player within ZoC Use this to have a weapon or item that is laced with... monster pee. The urine works as a poison, but can attract alot of intention from anyo
Update: I found it! Monster Aggression can be set with this: Unit AbilityBonus A_MonsterAggression -100 Monsters ignore player within ZoC Increase the value to positive levels to freak monsters out and have th
Aww... [e digicons]:bebi:[/e] I remember when Cari Elf showed me how to do that. Quest making has never been the same since.
I had to place mounts back in their old spot: Prereqs are Animal Husbandry and Drills. Even then it is a fast way to dominate. I think I will set Gilden to rush mounts, maybe Pariden too.
I just remembered this in another thread: "One of the problems that I have assured many a person is the UI for units. In cities and on tiles we have a terrible, eye-burning interface. When I heard the hall of famers from GalCiv2 were coming over to the FE project I was sure we would at the very least get what we had for that game. Still we play with a far inferior system with far more bugs. There is still hope for the unit UI, but I guess I need to start bringing it to light." <p
One of the problems that I have assured many a person is the UI for units. In cities and on tiles we have a terrible, eye-burning interface. When I heard the hall of famers from GalCiv2 were coming over to the FE project I was sure we would at the very least get what we had for that game. Still we play with a far inferior system with far more bugs. There is still hope for the unit UI, but I guess I need to start bringing it to light.
Ya, Mantle of Oceans with life2 means all death mages and empire mages are screwed. I don't even think about casting Kill unless I can reduce the cost.
I name all my towns rivertown.
Fire magic is pretty solid. The difference is it has a better focused design. It is for offense and it does it splendidly. Some might think it is overpowered, but I like the idea that each element is powerful, but does different things. A very significant look at the spells was very much needed. Looking at them all in order really shows how most books only have two or three really useful spells. Nice to see I am not alone in thinking there needs to be some balance and retooling of a great man
I have been trying to think of some UI changes, but I don't really have much opinion on it as long as it functions well. I can't seem to think of how to make that happen and since I can't test mod UI yet, I don't want to make ridiculous suggestions about it. One thing I have been bothered by is the level of complexity of monsters, with no feedback in the UI to let us know what is going on. Most everyone looks at a monster's level when deciding how tough it is. In fact, the
WoM engine had terrible compatibility problems. I think it is called Kumquat. They did most of the compatibility stuff while developing for FE. They did alot of reworking and got rid of things like pixel shader 2. I know there are some posts by Brad about it somewhere. Basically, the engine development was the major impeding factor of WoM, but is now the major contributing factor of FE. Funny how that works.
It all depends on perspective. I see the engine as the best thing about the game. In fact, most of development time is spent on engines. Much less is spent on the actual game mechanics. So when I say 90%, I am talking about the engine's design, the fact that pretty much nothing is unmoddable and the limitless content that can be added by the user. You just don't get this in most games. I suppose it's the same as people who think babies are cute, while I see them as r
And I would still say you are missing 90% of the game. That said, the 10% you do see is quite nice.
Poisons stack like this: Poison: 1 damage per turn Poison1: 2-6 damage per turn Poison2: 4-8 damage per turn Poison3: 6-12 damage per turn That stacks to 13-26 damage, not factoring crit chance. Then you haste them... When I get to my Path Mod, Assassins will have poison damage bonuses and less crit and crit multiplier bonuses.
Oh yeah, I forgot that the vanilla game has a huge imbalance in equipment power. I shifted that power to levels and made it take forever to level. Nerfing equipment solves alot of unintuitiveness in the game. This also helps with the fact that AI heroes don't buy and equip from the shop, since most of their power comes from leveling.
The mechanics allow for the D&D system to be incorporated verbatim. Why is it not ingame? Do the devs think that D&D will be off-putting to geeks and nerds? [e digicons]o_O[/e]
Exactly. I agree so much I modded this into my game. The likelihood of each spellbook is guaranteed and the different elements come at alternating levels. So you don't see 5 element choices in one level and 0 the next.
[quote who="Trojasmic" reply="38" id="3221137"]My only issue with exp is that we don't get enough exp while fighting opponent's units. We get plenty while fighting lions, tigers, and bears oh my, but when Gilden rolls in with stacks of 256 hp each, we get like 25 exp. In contrast, one bear gives you like 38 exp.[/quote] From what I can tell, they are trying to avoid one battle loss leveling the enemy to higher levels. That would be fine if each army
That code does damage per unit, not limit damage to one unit. Totally different concept. The balance would further be shifted from this idea. The more you get unit size increased, heroes become weaker. So you would have to add abilities for heroes to kill more than one unit, essentially limiting the whole concept to the early game. The idea is changing a core game concept to fix a problem with hero power and weapon balance. It is one way to go, but not the simplest or most elegant.